Ruleset 56

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Core Rules

Ruleset and Gamestate

This is the Ruleset for BlogNomic; all Adventurers shall obey it. Section One consists of the "core rules" of BlogNomic, covering basic proposal mechanics; Section Two contains the rules of the current dynasty; and Section Three contains the glossary, which exists solely to clarify the remainder of the ruleset. Rules may be referred to by their type, entire number and name or type and name. (e.g. This Rule may be referred to as Rule 1.1 Ruleset and Gamestate or the Rule entitled “Ruleset and Gamestate").

The Ruleset and Gamestate can only be altered in manners specified by the Ruleset.

Admins may correct obvious spelling and typographical mistakes in the Ruleset at any time, including replacing Spivak pronouns with the singular "they". A typographical mistake is defined as “A mistake in printing, typesetting, or typing, especially one caused by striking an incorrect key on a keyboard.”


Anybody may apply to join BlogNomic (if he is not already playing) by registering at via the Register link in the sidebar, and then making a post announcing her arrival. An Admin shall add her to the roster in the sidebar and the GNDT, at which moment he becomes a Adventurer.

An Adventurer may leave the game at any time by posting an entry to the BlogNomic weblog requesting such an action. A Adventurer may only change her name as a result of a proposal approving the change.

Some Adventurers are Admins, responsible for updating the site and the Ruleset, and are signified as such in the sidebar. Adventurers who wish to become Admins shall sign up with a username for the Ruleset Wiki, and submit a Proposal to make themselves Admins. Existing Admins may be removed from their posts by Proposal, CfJ, or voluntary resignation. New admins shall be given the GNDT configuration password when they become admins.

Some Adventurers are Idle, and shall be marked as such in the sidebar. For the purposes of the Ruleset, excluding Rules 1.1, 1.2 and 1.8, Idle Adventurers are not counted as Adventurers. Admins may render a Adventurer Idle if that Adventurer has asked to become Idle or if that Adventurer has not posted a entry or comment for more than 7 days. Admins may de-Idle a Adventurer at her request - the Adventurer's personal gamestate retains the values it had immediately prior to her going Idle. If one or more values would be undefined, it is set to the value new Adventurers receive, if such a value exists.

A single person may not control more than one Adventurers within BlogNomic. If anybody is suspected of controlling more than one Adventurer, then a Proposal may be made to remove any number of such Adventurer from the game, and to bar the perpetrator from rejoining.


Any Adventurer may submit a Proposal to change the Ruleset or Gamestate, by posting an entry in the "Proposal" category that describes those changes (unless the Adventurer already has 2 Proposals pending, or has already made 3 Proposals that day).

Proposals can either be Pending, Enacted, or Failed. When a Proposal is first put forward, it is considered Pending.


Any Adventurer may cast his Vote on a Pending Proposal by making a comment on that entry using a voting icon of FOR, AGAINST or DEFERENTIAL.

If the Adventurerwho made a Proposal has not cast a Vote on it, his Vote is counted as FOR. If a Adventureruses more than one Voting Icon in comments on a Pending Proposal, his Vote is the last voting icon he uses. If a Adventurerleaves the game or goes Idle, his Vote is no longer valid. If a Adventurer votes against his own proposal, that vote may not be changed. This is referred to as a Self-Kill.

A vote of DEFERENTIAL is a vote of no opinion, or of faith in the decision of the Dungeon Master. The vote will count as the same as the Dungeon Master’s vote. The Dungeon Master cannot cast a vote of DEFERENTIAL. If there is no Dungeon Master, a vote of DEFERENTIAL counts as an explicit vote of abstention.


The oldest pending Proposal may be enacted by any Admin (and the Ruleset and/or Gamestate updated to include the specified effects of that Proposal) if either of the following is true:-

  • It has a number of FOR votes that exceed or equal Quorum, has been open for voting for at least 12 hours, and has not been vetoed or self-killed.
  • It has been open for voting for at least 48 hours, it has more than 1 valid vote, more than half of its votes are FOR, and it has not been vetoed or self-killed.

The oldest pending Proposal may be failed by any Admin, if any of the following are true:-

  • It has enough AGAINST votes that it could not be Enacted without one of those votes being changed.
  • It has been open for voting for at least 48 hours and half or fewer of its votes are FOR.
  • It has been open for voting for at least 48 hours and has fewer than 2 valid votes.
  • The Adventurer who proposed it has voted AGAINST it.
  • The Dungeon Master has voted to VETO it.

Whenever an Admin marks a proposal as enacted or failed, he must also mark his name, and report the final tally of votes (or the fact that the proposal was self-killed or vetoed).

Proposals the Dungeon Master has voted to VETO are considered vetoed. Proposals the author has voted against are considered self-killed unless the Dungeon Master has voted VETO on them, or they have fulfilled one of the other requirements to fail a proposal before the author’s self-kill vote is placed.

Calls for Judgment

If two or more Adventurers actively disagree as to the interpretation of the Ruleset, or if a Adventurer feels that an aspect of the game needs urgent attention, then any Adventurer may raise a Call for Judgment by posting an entry in the "Call for Judgment" category. If the Adventurer wishes, he may post anonymously by choosing "Call for Judgment" from the Author drop-down menu on the OPTIONS tab. The post shall go on to describe the issue, and measures that shall be taken to resolve it.

All Adventurers may add votes of agreement or disagreement in comments to this entry, using appropriate voting icons (a Adventurer's later votes overriding their earlier ones). Unfailed CfJs continue until they reach a quorum of FOR votes, a quorum of AGAINST votes, or if there is no hiatus going on, until four days have passed, and if there is a hiatus going on until two days have passed. After this time, if more than half of the cast votes are in favour, the Gamestate and Ruleset shall be amended as was specified. Otherwise, the CfJ fails. A Failed CfJ has no further effect.

Gamestate Tracking

Proposals, Calls for Judgment, and other official posts, as well as specific gamestate information, shall be tracked by the BlogNomic blog at Any Adventurer may post to the blog at any time, but may only make official posts to the blog when the Ruleset allows it. Posts following the format specified by a rule are considered official posts.

If no Adventurer has commented on it, an official post may be altered or removed by its author; otherwise this can only be done as allowed by the Ruleset. The Admin processing an official post is allowed to append to the post to reflect its new status. Anything appended to a post in this way must be placed in the Admin field of the post, and the post's Status must changed to reflect its status.

A non-official post may not, through editing of the blog or otherwise, be changed into an official post, with the following exception: Whilst a non-official post has been posted for less than five minutes and has no comments, the author may change the categories as they wish.

Voting and comments are accessible through the link at the bottom of every post.

Specific parts of the Gamestate data shall be tracked by the Generic Nomic Data Tracker at Any Adventurer may update any Adventurer's data via the GNDT, whenever the Ruleset permits it.

All updates to the GNDT are logged - if a Adventurer feels that an alteration goes against the Rules (as they were at the time of the alteration), he may simply undo the effects of that alteration. If such an undoing is disputed, a Call for Judgment shall be raised.

Adventurers shall be assigned a password for the GNDT when they join the Nomic.


BlogNomic is divided into a number of Dynasties. Each Dynasty is headed by a single Adventurer, known as the Dungeon Master, and is named according to the number of Dynasties he has headed (eg. "The First Dynasty of Myke").

The Dungeon Master may vote to VETO any Proposal.


Some Dynasties (called Metadynasties) have no Dungeon Master and are named according to the number of Metadynasties of Blognomic (eg. First Metadynasty). Metadynasties may only be started by a successful Proposal, CfJ, or as allowed by another rule.

When a Metadynasty begins, the previous Dynasty ends and all Dynastic rules are repealed. The theme (and appropriate substitution of keywords) may be chosen by any method deemed necessary.

Because there is no Dungeon Master, DEFERENTIAL votes are counted as explicit votes of abstention and no one may VETO a Proposal.

Victory and Ascension

If a Adventurer (other than the Dungeon Master) believes that he has achieved victory in the current Dynasty, he may make a post to the Blognomic weblog in the Declaration of Victory category, detailing this.

Upon doing so, the game immediately goes into Hiatus, if it hasn’t already. During this time, the only game actions that may be taken are those covered by Rules “Adventurers”, “Calls for Judgment”, “Gamestate Tracking” and “Victory and Ascension”.

Every Adventurer may respond to an active DoV saying whether or not he believes the poster has achieved victory in the current Dynasty (using the FOR and AGAINST icons).

The Declaration of Victory may be resolved after 24 hours, or after 12 hours if the Dungeon Master has voted on it. Upon resolution, if a Quorum of Adventurers have voted on the DoV and more than half of those votes were in favour, then the DoV passes - otherwise the DoV fails, and if no other DoVs are still pending, the Hiatus ends.

When a DoV passes, all other active DoVs are failed, and a new Dynasty begins with the Adventurer who made the DoV as its Dungeon Master. (That Adventurer may pass this role to another Adventurer at this point, if he wishes.) The Hiatus continues until the new Dungeon Master posts an Ascension Address to the BlogNomic weblog - this shall specify the Dungeon Master’s chosen theme for the new Dynasty, and may optionally include a proclamation that any number of Dynastic Rules will be repealed, and that any keywords will be replaced with new theme-appropriate terms.

A DoV may not be started in the period between a passing DoV and that DoV’s Ascension Address.

Dynastic Rules


For the purposes of Dynastic Rules and the contents of proposals, the Dungeon Master is not considered an Adventurer unless specifically referred to as the Dungeon Master.

The Chosen One

There is exactly one Adventurer who may be called the Chosen One. If there is currently no Chosen One, then the Dungeon Master shall pm one Adventurer to inform him that he has become the Chosen One. The Chosen One acts as the mediator between the Dungeon Master and all other Adventurers. If the Dungeon Master feels that the Chosen One cannot continue to carry out his duties as the Chosen One, he may remove that Adventurer from the title of the Chosen One. When he does this, he shall make a story post detailing who was removed from the title and why he was removed. Then, he shall pm another Adventurer to inform him that he has now become the Chosen One.


Each Adventurer has an alignment tracked in the GNDT in a column called “Alignment”. Possible alignments are listed in a sub rule called “Possible Alignments”. All adventures start with an alignment of true neutral. Within forty eight hours of joining the game, an adventurer may once change eir alignment to any other alignment.

Possible Alignments

Lawful Good
Lawful Neutral
Lawful Evil
Neutral Good
True Neutral
Neutral Evil
Chaotic Good
Chaotic Neutral
Chaotic Evil


Each Adventurer has a creature type (abbreviated ‘Race’) tracked in the GNDT under a column called “Race”. A race may be any word between three and twelve letters long, but Adventurers are encouraged to be a Race from the set {Elf, Fairy, Gnome, Dwarf}. An entity (including an Adventurer) who has a Race and whose Race is not Baby, Elf, Fairy, Gnome or Dwarf is called a Monster.

New Adventurers start with a race of “Baby”. An adventurer with a Race of “Baby” may set their Race to Elf, Fairy, Gnome, Dwarf or Ogre at any time.


Each Adventurer may have a Rival, tracked in the GDNT. New Adventurer’s Rival start as “-”. If a Adventurer has a Rival of “-” or of a Adventurer that is idle, that Adventurer may change their Rival to any active Adventurer, as long as no other Adventurer has that Adventurer as their Rival. i.e. no two Adventurer can ever share the same Rival.

A Adventurer can never vote FOR a proposal authored by their Rival. Any FOR vote on such a proposal (or a vote that would count as a FOR vote) is instead an Abstain.


Each adventurer has a collection of gold pieces tracked in the GNDT in a column called “gold”. When an adventurer joins the game for the first time, e receives 50 gold pieces.

An Adventurer may, at any time, subtract a positive amount of gold pieces from his own collection and add that amount to the collection of any other Adventurer or NPC.

Random Encounters

The realm of Blognomic is littered with minor gold-carrying Monsters. Each proposal, in addition to being an attempt to change the rules, also represents an encounter with such monsters.

Should a proposal by an Adventurer pass, enough other Adventurers have joined that the random monsters have been defeated, and its author gains 2DICEX Gold, where X is quorum. Should a proposal by an Adventurer fail, the other Adventurers leave its author to get mugged and he loses 2DICEX gold, where X is the number of AGAINST votes on that proposal. If the proposal was Self-Killed, he managed to escape some of the mugging. In this case, X is the number of AGAINST votes cast before the author’s AGAINST vote. However, if more than half the the adventures who had their vote count as AGAINST on a failed proposal included the phrase “Nice try though” in the comments of that proposal, the other Adventurers rescue him and no gold is lost or gained from that proposal.

The money gained and lost from random encounters is doubled for proposals proposed at nighttime.

Advanced Thuggery

Should a proposal fail, and the result of the DICE roll to determine Gold loss be greater than the Gold of the Adventurer who proposed it, that Adventurer loses all his gold, and also loses HP equal to half the difference between the amount of Gold he had and the result of the DICE roll (rounded down).


Time is divided into Daytime and Nighttime. Monday, Wednesday, Friday and Sunday according to the Blognomic UTC Clock are Daytime, and Tuesday, Thursday and Saturday are Nighttime.


Each Adventurer has a Class tracked in the GNDT under a column called “Class”. Classes may be Basic or Advanced. A Basic Class is one item of the set {Wizard, Fighter, Rogue, Monk, Sorcerer, Cleric, Barbarian, Bard, Paladin, Ranger, Peasant}. All non-Basic Classes are Advanced Classes.

New Adventurers start with a Class of “Peasant”. An adventurer with a Class of “Peasant” may set their Class to any other valid Basic Class at any time.

Each class has bonus intrinsic points in various skills. These bonus points are not counted when totaling the cost for upgrading a skill, but apply in all other circumstances. The bonus points each class gets are as follows:

Wizard - Magic 2 points and Reveling 1 point
Fighter - Combat 2 points and Bravery 1 point
Rogue - Thievery 2 points and Bravery 1 point
Monk - Religion 2 points and Combat 1 point
Sorcerer - Magic 2 points and Thievery 1 point
Cleric - Religion 2 points and Magic 1 point
Barbarian - Combat 2 points and Thievery 1 point
Bard - Reveling 2 points and Bravery 1 point
Paladin - Bravery 2 points and Religion 1 point
Ranger - Reveling 2 points and Thievery 1 point
Peasant - none


Each Adventurer has an “Experience” (or “XP") statistic tracked in the GNDT. New Adventurers start with 0 XP. At any time, an Adventurer may increase a skill by 1 point by spending an amount of XP equal to 10 times the current value of that skill.


As a weekly action, any Adventurer who is not currently part of a Party may Take a Tour by spending 20 Gold. Any adventurer who Takes a Tour gains 10 Experience.

Character Sheets

There exists a wiki page Character Sheets that is considered a game state document. This page contains a list of all Active Adventurers and information related to their character as described in the sub-rules below.

The Character Sheets Wiki Page will be organized as follows unless a sub-rule of Character Sheets says otherwise. The Name of each Active Adventurer will be listed as a header, and underneath each Adventurer’s name will be the titles of the Sub-rules as sub-headers. Information relating to those sub-rules will be listed underneath the respective sub-header.

Character Name

Each Adventurer has a Character name. The default Character Name is the same as the Adventurer’s Blognomic Login. If an Adventurer’s Character Name is the same as their Blognomic Login they may change that name to any other name, excluding the Character Names or Blognomic Logins of any Adventurers.

In the event that an Adventurer joins Blognomic with the same Blognomic Login as another Adventurer’s Character Name, then that Adventurer’s Character name reverts back to the Adventurer’s Blognomic Login.


Each Adventurer has a number of skills. Each skill shall be listed as a sub-rule to this rule. If any Adventurer’s skill would ever fall below 1, that Adventurer’s skill is instead set to 1.


Bravery represents an Adventurers ability to overcome fear.


Reveling represents an Adventurers ability to make merry with townsfolk (or monsters) through drinking, loud singing, and other such activities.


Thievery represents an Adventurers ability to find and disable traps, take items from others without being noticed and pick locks on doors and treasure chests.


Combat represents an Adventurers ability to fight monsters successfully.


Magic represents an Adventurers knowledge and mastery of the Arcane arts.


Religion represents an Adventurers knowledge of, and favor with, the gods.


Attributes measure abilities that are more fundamental than skills, and thus more difficult to change. Adventurers have four Attributes, each of which is an integer value tracked on their character sheets. The attributes are:

  • STR, a measure of the Adventurer’s arm strength, carrying capacity and similar abilities.
  • SPD, a measure of how quickly the Adventurer can move and react to surprises
  • INT, a measure of that Adventurer’s in-game mental abilities
  • SOC, a measure of how well the Adventurer can get along with and/or manipulate other sentient beings.
  • VOR, a measure of the adventurer’s ability to consume foodstuff and drinkstuff.

Racial Stats

An Adventurer’ Initial Attributes depend on that Adventurer’s race. The starting Attributes for each Race are listed in this rule as Initial Values. The Dungeon Master may add Initial Values for new Races to this Rule as needed. If a Race is not listed in this rule, its Attributes’ Initial Values are the same as that of a Human.

Should an Adventurer’s Race change, or the Initial Values of an Adventurer’s Race change, that Adventurer’s Attributes are immediately increased by their new Initial Values and then decreased by their old Initial Values.

  • Elves have an Initial Value of 4 for STR, 3 for SPD, 6 for INT, 4 for SOC and 3 for VOR.
  • Fairies have an Initial Value of 1 for STR, 6 for SPD, 6 for INT, 5 for SOC and 2 for VOR.
  • Gnomes have an Initial Value of 3 for STR, 4 for SPD, 3 for INT, 6 for SOC and 4 for VOR.
  • Dwarves have an Initial Value of 6 for STR, 2 for SPD, 3 for INT, 4 for SOC and 5 for VOR.
  • Ogres have an Initial Value of 10 for STR, 2 for SPD, 1 for INT, 2 for SOC and 5 for VOR.
  • Humans have an Initial Value of 4 for STR, 4 for SPD, 4 for INT, 4 for SOC and 4 for VOR.
  • Babies have an Initial Value of 1 for STR, 2 for SPD, 1 for INT, 2 for SOC and 2 for VOR.
  • Atlantians have an Initial Value of 5 for STR, 2 for SPD, 4 for INT, 3 for SOC and 3 for VOR.

Personal Stats

Once per dynasty, each Adventurer may increase the values of any subset of their Attributes by a total of 8 points. No Attribute may be decreased in this manner, and no attribute may be increased by more than 4 in this manner.


Each Adventurer may optionally have a block of flavor text called the Description that describes what that Adventurer looks like. The Description has no effect on the Gamestate unless another rule states otherwise. Any Adventurer may edit his own Description at any time.


Each Adventurer may optionally have a block of flavor text called the History that describes the history of that Adventurer. The History has no effect on the Gamestate unless another rule states otherwise. Any Adventurer may edit his own History at any time.


Each Adventurer may carry a number of Items. The wiki page “Item List” is considered a Gamestate document and contains the properties of all legal Items. Items have the following properties:

  • Name - what the Item is called
  • Item Type - The kind of Item it is
  • For Sale - whether or not the Item may be bought at the store, only legal values are Yes and No
  • Cost - how much the item costs (in gold pieces) for an Adventurer to buy the Item at the store, may be N/A if For Sale is No
  • Temporary Effect - any Gamestate effect that occurs when the Bearer uses the Item and how long the effect lasts per use if necessary
  • Number of Uses - how many times the Bearer may use the Temporary Effect, may be infinite
  • Lasting Effect - any Gamestate effect that occurs while the Bearer has the Item equipped
  • Requirements - statistics, attributes, skills, or other Gamestate _ that the Bearer is required to have in order to equip the Item
  • Equipped Effect - any Gamestate effect that the Bearer may incur while the Bearer has the Item equipped

Whenever an Adventurer gains an Item, the name of that Item is added to that Adventurer’s Inventory and that Adventurer is said to have that Item. Whenever an Adventurer loses an Item, the name of that Item is removed from that Adventurer’s Inventory and that Adventurer is said to no longer have that Item. While an Adventurer has an Item, he is called the Bearer of that Item.

The current Number of Uses for an Item is placed in parentheses after the name of the Item in the Bearer’s Inventory. Whenever an Item’s Number of Uses reaches 0 or less, the Bearer loses that Item.

An Adventurer may, at any time, remove an Item from his Inventory and add that Item to another Adventurer’s or NPC’s Inventory.


Each Adventurer has an amount of Health Points (or HP, for short). Each Adventurer starts with 10 HP. If an action would cause an Adventurer’s HP to be set to a value greater than his Max Health, set it to his Max Health instead. Whenever an Adventurer’s Max Health rises, that Adventurer’s HP rises the same amount. Whenever an Adventurer’s HP is 0 or less, that Adventurer ceases to be part of any Party and is considered Dead for 48 hours, after which he is no longer considered Dead and his HP is set to 1. As long as an Adventurer is Dead, he may not join any Party.

Each Adventurer also has a Max Health. An Adventurer’s Max Health starts equal to 8 plus twice that Adventurer’s Bravery skill. The max HP can be modified by items. Modifications are cumulative. An adventurer’s max HP shall be recalculated any time a modification goes into effect or out of effect. The Max HP is also recalculated if the Adventurer’s Bravery skill changes. If the Bravery skill changes when modifications are in effect, they shall be recalculated after the new max HP (based only on the Bravery skill) has been set.

To “heal Target X HP” means to add X to the HP of Target. To “hit Target for Y HP” means to subtract Y from the HP of Target.

The Health of any Adventurer or NPC shall be shown as HP/Max Health.


Each adventurer has a set of equipment. Equipment is tracked by a number of slots which can either be empty or contain one item whose item type is the same as the name of the equipment slot. An adventurer may move an item from eir equipment to eir inventory at any time. This process is called “unequipping” the item. An adventurer may also move an item from eir inventory to eir equipment, provided e moves it to an equipment slot that has the same name as the type of the item e is moving, and that slot does not already have an item in it. This processes is called “equiping” the item. Items which are equipped are considered part of an adventures inventory.

The following equipment slots exist:

  • Hat
  • Shirt
  • Weapon
  • Pants
  • Accessory
  • Accessory
  • Accessory

The First Test

All Adventurers shall pass a test set forth by the Dungeon Master before he can take part in the adventure.

Each Adventurer has a statistic “Passed” that is tracked in the GNDT. The only legal values for this statistic are “Yes” and “No”. All new Adventurers start with a value of “No” in their “Passed” statistic. An Adventurer who has a value of “No” in his “Passed” statistic may not join any Party. At any time, the Dungeon Master may change the value of any Adventurer’s “Passed” statistic from “No” to “Yes”. The Dungeon Master may not change the value of any Adventurer’s “Passed” statistic from “Yes” to “No”.

The Quest Journal

There exists a wiki page titled “Quest Journal” that is considered a Gamestate document and may only be edited by the Dungeon Master or by a successful proposal. The Dungeon Master may edit this page at any time. Details about past and current events of the adventure are kept in the “Quest Journal” page for reference only. The text in the “Quest Journal” page has no effect on the Gamestate.

The Quest

Adventuring Parties are groups of Adventurers who are sent to complete a certain task. Adventuring parties may only be created by the Dungeon Master or by a successful proposal.

When an Adventuring Party is created, a new stickied post is created with the following information regarding that party, called a Party Post:

  • Requirements - who can join the party
  • Available Space - the maximum number of adventurers who may join the party
  • Start Time - when adventurers will no longer be able to join the party
  • Length - approximate length of time that it will take the party to complete the task (this may be “Not Known")
  • Purpose - what task the party is being sent to complete
  • Rewards - what each adventurer who joins the party will gain should the party succeed at the task
  • Penalties - what each adventuer who joins the party will lose should the party fail at the task
  • Other - other known information about the task that may aid adventurers in deciding whether or not to join

Any Adventurer who meets the requirements and is not currently part of another Party may join a Party that has less Adventurers than Available Space and whose Start Time has not passed by making a comment to the Party Post of the Party he wishes to join with text “Count me in.” At this point, that Adventurer is considered to be part of that Party. Before the Party has begun its task, any Adventurer who is part of that Party may cease to be part of that Party by making a comment to the Party Post with the text “Nevermind.”. Once the either the Start Time has passed or the Party has a number of Adventurer that is equal to the Available Space, no more Adventurers may join the party and the Party is considered to have begun its task. Once a Party has begun its task, any Adventurer who is part of that Party may cease to be part of that Party by decree of the Dungeon Master or by making a comment to the Party Post with the text “Get me outta here!” and losing DICEX gold pieces, where X is one less than the number of gold pieces that Adventurer has.

The Dungeon Master may, at any time after the Party has begun its task, consider the task to have succeeded or failed at which point the Party Post may be unstickied, the Party is considered disbanded, and all Adventurers who are still part of that Party are no longer part of that Party. If the task succeeded, each Adventurers who was part of the Party before it disbanded gains the reward. If the task failed, each Adventurer who was part of the Party at any time after the Start Time loses the penalty.

After a Party disbands, the “Quest Journal” page should be updated to reflect what happened during the task.


Any Adventurer who is not part of a Party that has begun its task may buy an Item whose For Sale property is Yes and whose Cost does not exceed the number of gold pieces that Adventurer possesses by spending an amount of gold pieces equal to the Cost of the Item, at which point he gains the Item.

Any Adventurer who is not part of a Party that has begun its task may sell an Item whose Cost is not “N/A” back to the store by removing the Item from his Inventory and gaining an amount of gold pieces equal to 3/4 of the Cost, rounded down.

Non Playable Characters

Non Playable Characters (or NPCs, for short) are creatures, monsters, or other intelligent beings that Adventurers may encounter while part of a Party. At any time while a Party is doing its task, the Dungeon Master may create a NPC that that Party has encountered by making a comment to the Party post with the relavent statistics and other information for that NPC. All NPCs shall have a HP and Max Health statistic. An NPC ceases to exist when the NPC’s HP is 0 or less or the Party that encountered the NPC has disbanded, whichever comes first. All starting statistics, attributes, or other gamestate information of a NPC are set by the Dungeon Master when the NPC is created. Unless otherwise stated, the beginning statistics for a NPC are the same as for a new Adventurer.

NPCs may take any action described in the Dynastic Rules that an Adventurer can take. Each time a NPC takes an action, the Dungeon Master shall make a comment to the appropriate Party post stating this action.


As a daily action, an Adventurer who is part of a Party (the Attacker) may attack an NPC that that Party has encountered (the Defender) by making a comment to the Party Post to that effect. He shall then go on to make a DICEX DICEY roll in the GNDT, where X is twice the Attacker’s Combat level and Y is the Defender’s Combat level plus half his SPD, rounded down. If the result of the first roll is strictly greater than that of the second roll, the attack hits and the Defender is hit for an amount of HP equal to 2DICEZ, where Z is the Attacker’s STR (or Magic level is the Attacker’s weapon has “Wand” or “Sceptre” in its name). If the Attacker does not have a weapon equipped, the amount of HP that the Defender is hit for is halved (rounding up) before any other effects are taken into account. If, after all effects have been taken into account, the Attacker will hit the Defender for less than 0 HP, the Attacker instead hits the Defender for 0 HP and if the Attacker also does not have a weapon equipped, the Attacker is hit for 1 HP.

NPCs may only attack Adventurers who are part of the Party that encountered it or other NPCs that have been encountered by the same Party that encountered it.


This is always at the end of the Ruleset. Its only effect can be to clarify ambiguity.

  • It is noted that where a Proposal would amend the effects of Proposal Enactment, this does not apply to its own enactment unless explicitly stated (eg. a proposal proposing that enacted proposals earn their writer a banana when enacted would not earn a banana for its own writer, when enacted).
  • Rules which trigger upon the Enactment or Failure of a Proposal are the responsibility of the Admin who Enacts or Fails it.
  • Appropriate Icons: For use in voting, a check box shall represent a vote FOR, an X shall represent a vote AGAINST, an IMP shall represent a vote of DEFERENTIAL, and an Imperial Seal (currently shall represent the Imperial Veto.
  • The "subject" of a blog entry is the part of the Title of an entry which is after the first colon. If the Title does not contain a colon, then the whole Title is the subject. Any entry whose subject is "" (i.e. an empty string) is not valid.
  • "Posts" and "comments" refer only to those made to the BlogNomic weblog at
  • A keyword defined by a rule supersedes the normal English usage of the word. A keyword defined in this glossary supersedes that defined by a rule. (eg. A rule specifying "Bananas are Blue" cannot be overruled by posting a dictionary definition or a photo of a banana, and a rule specifying "every day is Sunday" will be overruled by the glossary entry below.)
  • Unless otherwise specified, game variables defined to hold numeric values can hold only non-negative integers, and any action that would set those values below zero instead sets them to zero. Any situation which would require a roll of DiceX when X is zero or lower always yields a value of 0 unless stated otherwise.
  • Unless otherwise specified: When "X" is a number, to spend X of a numeric value "V" means to subtract X from V (i.e. replace V with V-X); no action may be taken which requires spending X of a numeric value when the subtraction would result in a number which is illegal as a replacement for that value (e.g. if the value represents a variable which is restricted to non-negative integers, but the subtraction comes up negative).
  • Superficial differences between the spelling of geographic versions of English, e.g, British English, American English and Australian English shall be construed as irrelevant for the purposes of play.
  • Gamestate is defined as any information which the Ruleset regulates the alteration of, such as Adventurers’ names.
  • All integers, unless stated otherwise by a rule, are in base 10.

Typographic Conventions

  • Italicized text, also known as Flavor Text, is not considered part of any form of gamestate and may be used to clarify proposals or rules with examples, notes, and flavor text. For example, this italicized text provides an example of the use of italicized text.


  • References to "a day" (as an entity rather than a duration, eg. "Sunday") refer to that day in the timezone of the BlogNomic blog, which is considered to be GMT for all purposes.
  • References to a "week" refer to the period of time between the start of a Monday and the end of the following Sunday.
  • All references to time must be either specific or defined within the ruleset to be considered achievable in the gamestate. Abstract concepts of time (e.g. "dinnertime", "twilight") cannot be achieved until they fulfil one of these criteria.
  • If a game action is a Daily Action, each Adventurer able to perform it may take that action once per day, but not more than once every six hours.
  • If a game action is a Weekly Action, each Adventurer able to perform it may take that action once per week, but not more than once every twenty-four hours.


  • Quorum is equal to half the number of Adventurers, rounded down, plus one.
  • Dungeon Master
  • Adventurer


References to "YDICEX" refer to Y X-sided dice. To roll dice, post DICEX in the comments field of the GNDT, replacing X with the number of sides on the die you wish to roll.


  • The IEEE auxiliary verbs used in Blognomic are:
    • Is required to: "shall";
    • Is recommended that: "should";
    • Is permitted to: "may";
    • Is able to: "can".